Here are some Screenies from my Mod/Campaign
Update.
Sorry for lack of updates over the past while, but the Mod is still alive and much work has been done. Including much new work on Prison Island. I don't know when it will be finished (Don't Ask), but the MOD is nearing completion, and the content so far has been thoroughly debugged.
Anyways here's some more screenshots.
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Anyways here's some more screenshots.
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- fallout ranger
- Hero of the Glowing Lands
- Posts: 2205
- Joined: Wed Sep 08, 2004 5:26 am
- Location: Shady sands (no really!!)
- Contact:
- SniperPotato
- SDF!
- Posts: 7
- Joined: Sat Aug 03, 2013 8:26 am
- Location: Glued to chair
- Contact:
Alright, time for an update -- If you've been sniffing around some of the FOT Modding threads on the Interweb, you'd already know that I'm still working on the MOD, and now I have a sprite creator helping me out. I am very excited. Still can't say how much longer it will take me to finish, but the Mod is on the Final stretch, with only scripting/trigger work to be completed on 3 Maps. These remaining maps, however, are very large and will require some time to fully populate and script.
- falloutfan2007
- Scarf-wearing n00b
- Posts: 42
- Joined: Sat Sep 01, 2007 5:27 am
- Location: A Deep Dark Corner Waiting For Good Mods
Time for an update... I have still been working on the MOD this entire time between updates on this thread. There have been many challenges in my life regarding work and health problems. There is nothing I would like more than to just quit my job and work on games.
The MOD is almost ready for release now. Tiling is 100% done. triggering and scripting is 99% done. Just need to finish debugging Fortress City -- It is huge with over 1200 speech nodes and more triggers than all of the original campaign maps combined...
I will also have to ask the community to help me make a few small item sprites... more on this later.
Some new developments:
- I've expanded the original Fight scene from 8 fights in Jackson City, to over 60 fights total with the addition of the Fortress City fight scene. I wanted to allow the player to explore some high level melee characters builds and to be rewarded. The bad news is, I recently encountered a strange bug that caused the fight engine to fail, so now I have to dig deep and find the problem(s). I may have to load to a previous build, and work from there.
- I've added more recruits to the recruit pool.
- I've added an easter egg / surprise, that will ensure that there will be far more replayability than the original campaign. (even without the surprise, there is a large open world for the player to explore, way more than the original campaign.)
Overall, the mod is awesome and I can't wait to release for you guys.
I'm hoping to release soon within the next months or so. I just need to iron out a few details, and clean up the final files for release. As usual I am taking my time and doing things right...
There will be one more update here, stating the official release date.
No matter what, the mode will be released in some form before the end of 2016.
THIS IS MY PROMISE TO YOU!
The MOD is almost ready for release now. Tiling is 100% done. triggering and scripting is 99% done. Just need to finish debugging Fortress City -- It is huge with over 1200 speech nodes and more triggers than all of the original campaign maps combined...
I will also have to ask the community to help me make a few small item sprites... more on this later.
Some new developments:
- I've expanded the original Fight scene from 8 fights in Jackson City, to over 60 fights total with the addition of the Fortress City fight scene. I wanted to allow the player to explore some high level melee characters builds and to be rewarded. The bad news is, I recently encountered a strange bug that caused the fight engine to fail, so now I have to dig deep and find the problem(s). I may have to load to a previous build, and work from there.
- I've added more recruits to the recruit pool.
- I've added an easter egg / surprise, that will ensure that there will be far more replayability than the original campaign. (even without the surprise, there is a large open world for the player to explore, way more than the original campaign.)
Overall, the mod is awesome and I can't wait to release for you guys.
I'm hoping to release soon within the next months or so. I just need to iron out a few details, and clean up the final files for release. As usual I am taking my time and doing things right...
There will be one more update here, stating the official release date.
No matter what, the mode will be released in some form before the end of 2016.
THIS IS MY PROMISE TO YOU!
This is great news.xkcon wrote:Time for an update... I have still been working on the MOD this entire time between updates on this thread. There have been many challenges in my life regarding work and health problems. There is nothing I would like more than to just quit my job and work on games.
The MOD is almost ready for release now. Tiling is 100% done. triggering and scripting is 99% done. Just need to finish debugging Fortress City -- It is huge with over 1200 speech nodes and more triggers than all of the original campaign maps combined...
I will also have to ask the community to help me make a few small item sprites... more on this later.
Some new developments:
- I've expanded the original Fight scene from 8 fights in Jackson City, to over 60 fights total with the addition of the Fortress City fight scene. I wanted to allow the player to explore some high level melee characters builds and to be rewarded. The bad news is, I recently encountered a strange bug that caused the fight engine to fail, so now I have to dig deep and find the problem(s). I may have to load to a previous build, and work from there.
- I've added more recruits to the recruit pool.
- I've added an easter egg / surprise, that will ensure that there will be far more replayability than the original campaign. (even without the surprise, there is a large open world for the player to explore, way more than the original campaign.)
Overall, the mod is awesome and I can't wait to release for you guys.
I'm hoping to release soon within the next months or so. I just need to iron out a few details, and clean up the final files for release. As usual I am taking my time and doing things right...
There will be one more update here, stating the official release date.
No matter what, the mode will be released in some form before the end of 2016.
THIS IS MY PROMISE TO YOU!
Thank you for doing this.
Take your time. DAC is not a stranger to waiting.
This is the final update here for my Mod. Life has been challenging in the last half year, as I sustained another injury that kept me hung up with physiotherapy and healing and whatnot. The good news is that after all the crap going on in my life, I still managed to finish the Mod. And I even learned how to finally make sprites. So at this point, I've finished everything now in regards to sprites, tiles, triggers, etc.
Now, I'm just gonna do one last round of debugging and polishing/tweaking and then release it.
After more than a decade in the making I'm finally going to release this thing. I can't wait.
I hope there are still a few people around that are still interested. I know I've taken far to long with the project, but I wanted to make a product that is completely playable and bug free. I've seen some other FOT Mods, and while the ideas and stories may have been excellent, the gameplay execution and/or maps greatly suffered in a number of those mods. I've strived to make my mod completely devoid of any gamebreaker bugs and a seemless experience for the player on high quality maps.
I'm targeting Nov 15 for the official release date.
Now, I'm just gonna do one last round of debugging and polishing/tweaking and then release it.
After more than a decade in the making I'm finally going to release this thing. I can't wait.
I hope there are still a few people around that are still interested. I know I've taken far to long with the project, but I wanted to make a product that is completely playable and bug free. I've seen some other FOT Mods, and while the ideas and stories may have been excellent, the gameplay execution and/or maps greatly suffered in a number of those mods. I've strived to make my mod completely devoid of any gamebreaker bugs and a seemless experience for the player on high quality maps.
I'm targeting Nov 15 for the official release date.
- SenisterDenister
- Haha you're still not there yet
- Posts: 3539
- Joined: Mon Apr 23, 2007 3:03 pm
- Location: Cackalackyland
And there was much rejoicing!xkcon wrote:This is the final update here for my Mod. Life has been challenging in the last half year, as I sustained another injury that kept me hung up with physiotherapy and healing and whatnot. The good news is that after all the crap going on in my life, I still managed to finish the Mod. And I even learned how to finally make sprites. So at this point, I've finished everything now in regards to sprites, tiles, triggers, etc.
Now, I'm just gonna do one last round of debugging and polishing/tweaking and then release it.
After more than a decade in the making I'm finally going to release this thing. I can't wait.
I hope there are still a few people around that are still interested. I know I've taken far to long with the project, but I wanted to make a product that is completely playable and bug free. I've seen some other FOT Mods, and while the ideas and stories may have been excellent, the gameplay execution and/or maps greatly suffered in a number of those mods. I've strived to make my mod completely devoid of any gamebreaker bugs and a seemless experience for the player on high quality maps.
I'm targeting Nov 15 for the official release date.
SenisterDenister wrote:You going to release it on moddb or just on mediafire or something?
Uh... Dunno what a mediafire is? Maybe give to moddb, but I was thinking of makng my own webpage on godaddy or wix and hosting it for a year. But I will give a copy to DAC and NMA just to make sure it gets into the right hands.
Version 0.89 is approx 1.85GB